Rogue
Base Class: Rogue

Some rogues draw their power not from crime or combat training, but from a bond with ancient vampiric entities—forces of shadow, blood, and undeath. These Eldritch Vampires vanish into mist, strike with spectral fangs or weapons of coagulated blood, and drain the life from their prey. You are predator and parasite, cursed and chosen.

Shadow Escape

You can slip through space like mist and shadow.

As a bonus action, you can teleport up to 15 feet to an unoccupied space you can see, as apart of this action you can make a stealth check to hide.

  • At 9th level, the distance increases to 30 feet, and the next attack you make before the end of your turn has advantage.

  • At 13th level, you no longer require line of sight, so long as the destination is within range and familiar to you (such as a spot you can remember clearly or have recently seen).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Vampiric Arsenal

You can manifest weapons of blood and darkness. When you gain this feature, choose Claws of the Night or Bloodspear. You may switch this choice whenever you finish a long rest.

 

Bloodspear

As a bonus action, you create a spear of congealed blood and hurl it at a target within 30 feet. Make a ranged weapon attack using Dexterity. On a hit, the target takes:

  • 1d6 piercing damage + 1d6 necrotic damage.

  • At 9th level: 1d8 + 1d8.

  • At 13th level: 1d10 + 1d10.

  • At 17th level: 1d12 + 1d12.

Claws of Night

As a bonus action, spectral claws grow from your hands and last for 1 minute or until dismissed (no action). While active:

  • The claws are finesse, light, and magical melee weapons.

  • You may use your Dexterity modifier for attacks and damage.

  • On a hit, the claws deal 1d6 slashing damage + 1d6 necrotic damage.

  • When you reach 9th level, the damage increases to 1d8 slashing + 1d8 necrotic.

  • At 13th level: 1d10 slashing + 1d10 necrotic.

  • At 17th level: 1d12 slashing + 1d12 necrotic.

Sanguine Bite

Your vampiric hunger allows you to feed on blood and life force. Once per turn, when you hit a creature with a melee weapon attack, you can choose to deal an additional 2d6 necrotic damage, and you regain hit points equal to half the necrotic damage dealt.

You may use this feature a number of times equal to your Charisma modifier (minimum of once), and regain all expended uses on a long rest.

  • At 17th level, it increases to 4d6.

Dark Resilience

Your body adapts to undeath. You gain the following benefits:

  • Resistance to necrotic and poison damage.

  • Advantage on saving throws against disease and poisoned condition.

  • You gain the ability to climb difficult surfaces, including along ceilings, without needing to make an ability check

  • You gain the ability to cast charm person using charisma as your spell casting ability, once per short rest
  • you gain Darkvision out to 120 feet

Apex Predator

At the height of your power, you unlock the devastating abilities of your vampiric lineage. Choose one of the following features. You may change your choice when you finish a long rest.

 

Abyss

As an action, you unleash a line of necrotic energy 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, on a failure, taking 8d8 necrotic damage and are restrained for 1 minute and must succeed on a Dexterity saving throw at the end of their turn to break free. On a success, the creature takes only half damage and is not restrained. 
Once you use this feature, you can’t do so again until you finish a long rest.

Blood Cauldron

As a bonus action, choose a creature you can see within 30 feet and bold their blood. It must succeed on a Constitution saving throw (DC = 8 + your Dex mod + proficiency bonus) or take 6d10 necrotic damage and become stunned until the end of your next turn. On a success, it takes half damage and is not stunned.
Once used, you must finish a long rest before you can use it again.

Rage

As a bonus action, you enter a vampiric frenzy for 1 minute. During this time:

  • You have advantage on weapon attack rolls.

  • Your weapon attacks deal an additional 1d8 necrotic damage.

  • You gain resistance to all damage except radiant.

When the frenzy ends, you gain 1 level of exhaustion. This feature can be used once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
6/21/2025 4:40:10 PM
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